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    The Puppeteer

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    Sky

    Posts : 30

    The Puppeteer

    Post by Sky on Fri May 06, 2016 2:40 pm



    Magic Name Here: The Puppeteer
    Element Here: None
    Primary/Secondary: Primary
    Character Specific/Non-Character Specific Non-Character Specific
    Offensive/Defensive/Supportive/Mixed: Mixed


    Though this magic is called 'The Puppeteer', it does not let the user control anything, it lets them control very specific inanimate objects-- only those that they have established an unbreakable attachment to. Because of this, The Puppeteer is considered a Holder Type magic, because for the magic to be of any use, the caster must have one of the objects they hold extremely dear to them. In Jesse's case, this is two things, a strange, mechanical knight and an equally odd, human sized doll. The mechanical knight can collapse into a more compact version, allowing Jesse to store it in his clothing, but the large doll is too large, so Jesse always has to bring it with him everywhere, and since it is so large, he needs to use his magic to manipulate the doll to move around. Because everyone has different objects they hold close to them, every user of The Puppeteer is different. Jesse uses his doll to perform melee attacks from a distance, and uses the mechanical knight to defend himself whenever someone bypasses the doll and gets close to him. Jesse is mostly a ranged fighter, but in extreme circumstances he can get up close and personal. The user can manipulate any of their items without using spells to make them move, or make them just deal regular old melee damage.





    The Puppet Master:
    Anything Jesse would normally be able to do, his puppets can manage do to as well, within reasonable boundaries. For example. Jesse could get his puppets to climb a wall, or maybe talk, but he could not get them to do a backflip, regardless of if Jesse can perform a backflip.

    Fragmented Bond:
    Once per thread, Jesse can form a bond with any object he would like within reason (not a PC or their holder item, etc.) and controls that item just like he does his puppets. He can channel spells through this item, and the Fragmented Bond lasts 4 posts.




    Through his doll, Jesse can perform melee attacks from a distance.

    Jesse's mechanical knight allows him to get up close and personal if the situation demands it.

    Because Jesse has two items, he can fight with one even if the other is temporarily incapacitated or destroyed.



    Only a select few items can be used by Jesse, he can't just randomly choose an item and manipulate it.

    None of the user's spell deal any magical damage, they are all some variation of physical damage.

    If the user goes somewhere and assumes they do not need their items, they are completely and utterly useless in combat.

    When it comes to AOE attacks, The Puppeteer is not useful in any way whatsoever.




    D-Rank:

    Combat Mode:


    Name: Combat Mode: Active

    Rank: D

    Type: Supplementary

    Range: N/A

    Appearance: Appearance.

    Description: Upon activation, the latches on Jesse's doll's armor release, and the armor collapses, folding into a small backpack-like addition to the doll's back. Combat Mode lasts for 2 posts, and while it is active the doll's melee attacks are 25% more effective, and D-Rank spells with the doll are 50% more effective (this boost decreases by 10% per rank of spell that is cast during Combat Mode). Combat Mode has a cooldown of three posts. Also, the armor can be removed without using the Combat Mode: Active spell, but if this is done none of the boosts are provided.

    Extra: N/A

    Punch:

    Name: Punch

    Rank: D

    Type: Offensive

    Range: 1 meter

    Appearance: Three of these.

    Description: Using the doll, the user can perform a barrage of three punches in quick succession, all of the hits combined D-Rank spell damage. As a note, since these are punches they deal blunt damage. The strength of these punches is immense, so anyone hit by the punches has their movement speed decreased by 50% for one post after they are hit. Has an instant duration and a two post cooldown.

    Extra: This attack can also be performed with the mechanical knight, but if the user does this the damage type is piercing instead of blunt, as the knight uses a lance.

    Mechanical Twister:

    Name: Mechanical Twister

    Rank: D

    Type: Offensive

    Range: 1 meter

    Appearance: Appearance.

    Description: As the user spins, the mechanical knight hidden in their clothing grows larger and holds out a flag, which hits any nearby opponents in the legs. Any opponent unable to dodge this flag is dealt D-Ranked damage and knocked down. Crouching opponents will be hit in the body and in turn will not be knocked down, and opponents who jump can easily dodge the attack, not being knocked down or taking the damage.

    Extra: N/A
    C-Rank:
    B-Rank:
    A-Rank:
    S-Rank:
    L-Rank:
    X-Rank:
    Z-Rank:
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    Sky

    Posts : 30

    Re: The Puppeteer

    Post by Sky on Fri May 20, 2016 6:42 pm

    Bump... ;-;
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    Takai

    Posts : 83

    Re: The Puppeteer

    Post by Takai on Sat May 21, 2016 1:11 am

    You currently have no perks, did you wish to put some in before I put in my review?
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    Sky

    Posts : 30

    Re: The Puppeteer

    Post by Sky on Sat May 21, 2016 7:42 am

    Perks added.
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    Ami~
    Administrator


    Posts : 559

    Re: The Puppeteer

    Post by Ami~ on Sun May 29, 2016 8:32 am

    Hey Sky I apologize for the long delay for your magic being graded but I'm here to grade. I have to say this all looks wonderful so far and only minor edits are required so bear with me.

    @Sky wrote: Upon activation, the latches on Jesse's doll's armor release, and the armor collapses, folding into a small backpack-like addition to the doll's back. Combat Mode lasts for 2 posts, and while it is active the doll's melee attacks are 25% more effective, and D-Rank spells with the doll are 50% more effective (this boost decreases by 10% per rank of spell that is cast during Combat Mode). Combat Mode has a cooldown of three posts. Also, the armor can be removed without using the Combat Mode: Active spell, but if this is done none of the boosts are provided.

    What do you mean by more effective does it cause more damage etc?

    Doll: May you specify the speed? Also 50% speed debuff seems a tad too much so may you decrease it to simply say 10% in all. Also 1 post cooldown is allowed for D rank. In addition i will still need the speed

    Twister: I need the speed

    Bump when edits have been made~




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